Senior System Designer - Factory Simulation Game

Alloi
Belgium
11 days ago
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Role details

Contract type
Permanent contract
Employment type
Full-time (> 32 hours)
Experience level
Expert
Experience required
5 years minimum
Working hours
Regular working hours
Languages
English
Job source

Tech stack

Microsoft Excel Spreadsheets Python (Programming Language) Pivot Tables Rapid Prototyping Process Macros Industrial Software

Job description

What are you working on?

  • The name of the project(s): Factory Sim Game
  • At what stage of the project(s)? Playable Build
  • Genres: Simulation
  • Platforms: PC, Console

We’re looking for a talented and experienced Senior System Designer to join our game studio and help shape the interface of our next-generation simulation factory-sim PC title - Vast experience in factory simulation games, strategy and gameplay time! Team size and structure?

13 For which tasks (responsibilities)?

The main business purpose of this role is to architect and own the mathematical backbone of our game - a PC factory simulation where players build real production lines ring by ring, partnering with global manufacturers. You’ll design, balance, and tune every system that makes the game feel satisfying, fair, and endlessly deep.

You will be responsible for: designing and maintaining the game’s core economy (resource flows, production rates, costs, rewards, progression curves); building mathematical models and spreadsheets that define factory input/output balancing across multiple manufacturing verticals; designing the ring-based progression system - ensuring each ring introduces meaningful new complexity without overwhelming the player; balancing multiplayer systems including trade, shared infrastructure, and cooperative factory chains; collaborating closely with game design, engineering, and narrative to ensure systemic and experiential goals align; creating simulation tools and frameworks for rapid prototyping and stress-testing economic assumptions; and defining KPIs for player engagement, retention, and economy health - then using live data to iterate. What kind of professional are we looking for?

Requirements

Experience: 5+ years in systems design or economy design on shipped titles, ideally in simulation, strategy, or management games. Deep experience with complex interlocking systems (resource chains, tech trees, production economies).

Skills needed: Advanced proficiency in mathematical modeling and balancing - you think in spreadsheets, curves, and feedback loops. Strong understanding of game economy fundamentals: sinks, faucets, inflation control, progression pacing. Ability to model, simulate, and visualize system behavior before it hits production.

Tools/programs: Advanced Excel or Google Sheets (pivot tables, solver, macros). Experience with tools like Machinations, Python, R, or custom simulation frameworks is a strong plus. Familiarity with Unreal (read-only is fine - you need to understand what engineers are building).

English level: Fluent - you’ll be working across a US-Israel team, writing design documentation, and presenting system proposals to leadership.

Plus for a candidate: Experience with factory/logistics/automation simulation games (Factorio, Satisfactory, Shapez, etc.); background or genuine interest in real-world manufacturing processes; experience designing for multiplayer economies or persistent-world games; familiarity with real manufacturer product lines or industrial systems. What is important for us in a person?

Competencies: Analytical rigor paired with creative intuition - you can prove why something works AND explain why it feels right. Strong communicator who can translate complex math into clear design intent for non-technical teammates. Comfort with ambiguity - we’re building something no one has built before, and systems will need to evolve.

Behavior we value: Ownership mentality - you don’t wait to be told what to balance, you flag what’s broken. Intellectual curiosity about how real things are made. Collaborative spirit across disciplines and time zones. A bias toward prototyping over theorizing - build it, test it, learn. The selection process

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